diff --git a/TODO.txt b/TODO.txt index dcb3c8f..191415d 100644 --- a/TODO.txt +++ b/TODO.txt @@ -2,19 +2,11 @@ fuck issue trackers :D =========== GENERAL ============== -- try to prevent car getting stuck at extreme speed by may just hard stopping - it if it ends up unresolved? -- Managed to get the car stuck in non-rotating state, then after a while get - it back by crashing. MAY BE FIXED NOW, watch if it still happens -- press forward map??? :-D +- hitting ramps at higher speed still often bugs, try to fiddle with physics + again (reshape iterations, tension, ...) +- make replays have better names (time etc.) +- press forward map??? :-D only when physics is frozen - make some kinda repo for world record runs? -- fix the ramp map again due to new physics -- NOW it's almost good but it's - still possible to reach the finish at first jump, try to do something about it -- keyboard ghosting is an issue, particularly when initiating drift with brake - (arrow keys must be used with S for braking for left drift to work) -- think - about what to do about this? or leave as is? -- Map4: fix top bottom corner, making the curve is too hard -- either add ramps - on wall or shift the down ramp further. - Try doing the bouncy car body? Just keep a point and its velocity, change its velocity by a proportion of car's velocity change (this minus prev. frame), then offset car body by this. However we'll also have to transform @@ -49,6 +41,17 @@ fuck issue trackers :D =========== HANDLED ============== - should drifting make a sound? NO NEED +- Map4: fix top bottom corner, making the curve is too hard -- either add ramps + on wall or shift the down ramp further. WITH NEW PHYS LOOKS FINE +- keyboard ghosting is an issue, particularly when initiating drift with brake + (arrow keys must be used with S for braking for left drift to work) -- think + about what to do about this? or leave as is? +- fix the ramp map again due to new physics -- NOW it's almost good but it's + still possible to reach the finish at first jump, try to do something about it +- Managed to get the car stuck in non-rotating state, then after a while get + it back by crashing. MAY BE FIXED NOW, watch if it still happens +- try to prevent car getting stuck at extreme speed by may just hard stopping + it if it ends up unresolved? - car shadow idea: have shadow model, during rendering check each new triangle agains car XY, record height, then set maimum height to shadow - seems like there might be a bug in physics env function, despite it being diff --git a/game.h b/game.h index b6751cc..54d906b 100644 --- a/game.h +++ b/game.h @@ -1733,7 +1733,7 @@ uint8_t LCR_gameStep(uint32_t time) + LCR_game.menu.selectedTab],LCR_game.menu.itemNamePtrs, LCR_game.menu.itemCount,LCR_game.menu.selectedItem, (LCR_game.menu.selectedTab > 0) && - LCR_game.dataFile.firstItemIndex + LCR_DATA_ITEM_CHUNK - 1 + LCR_game.dataFile.firstItemIndex + LCR_DATA_ITEM_CHUNK < LCR_game.dataFile.itemsTotal); else LCR_gameDraw3DView(); diff --git a/renderer.h b/renderer.h index 2892a42..b1f551e 100644 --- a/renderer.h +++ b/renderer.h @@ -416,10 +416,6 @@ void _LCR_pixelFunc3D(S3L_PixelInfo *pixel) for (int i = 0; i < 3; ++i) v[i] = LCR_renderer.mapVerts + 3 * t[i]; - - - - const uint8_t *triData = LCR_renderer.mapTriangleData + LCR_renderer.chunkStarts[LCR_renderer.loadedChunks[pixel->modelIndex]]; @@ -2017,7 +2013,7 @@ void LCR_rendererDrawMenu(const char *tabName,const char **items, i = stripHeight + (stripHeight2 - LCR_rendererComputeTextHeight(3)) / 2; - for (int j = 0; j < itemCount + 1 + (scroll != 0) ; ++j) + for (int j = 0; j < itemCount + 1 + (scroll != 0); ++j) { const char *s = j ? (j <= itemCount ? items[j - 1] : "...") : tabName; const char *s2 = s;